Level design is the hard

First off, a new update is available (0.61). This version includes 2 new levels where I'm trying to actually get the game focused. Its still a longs way off. There is definitely some focus missing but I must not get too down hearted. Got to see this thing through :)

Drop me some feedback if you get a chance.

Proto 0.6! Long Live Emitters!

Yup. I lied. I said before I was going to be working hardcore on a small set of levels and really "balance" the game and NOT result in programming more stuff. Yeah I completely lied. After brainstorming for a few days I could not get over certain aspects of the game - the big one that stuck out was how the game was turning more into this click fest and less about simple puzzles/strategies - which for me makes levels easier to design (when there are clear cut 'solutions').



So my issues with the game come from this: You have to keep "upkeeping" the emitters since they die after awhile and you can more or less create tons of them as long as your meter stays up. So to drastically change this, I've made emitters last forever but you power no longer recharges. Instead each emitter costs 1 pt and will give you 1 pt back when you kill it - thats right, you can now kill emitters. When they come up you will see a bright spot in the center, click it and the emitter dies and will give the 1 pt back. Press spacebar to kill all emitters and get all your power back.

While the levels have not be redesigned, this new scheme is going to make it a HELLUVA lot easier to brainstorm levels since now it can be about limiting power and forcing players to evaluate their decisions more...oh crap. That means level specific power info...or does it?

Anyhoos, download and play and get back to me! I'll be working on levels with any freetime I have this weekend.

Poop Sockin!

I'll get to the title but first, some book keeping!

I haven't posted an update to ARZ recently because of an extended break. Laura and I went home last weekend and just before that I squeezed in the new directional emitter feature and then decided to call it off. This was coupled with the trip and then upon coming home, Torchlight's release. Once again, I'll get to that in a bit. As for the game, I'm starting back up and this time I'm going to focus on simple thing: level balance. This is all about getting one level to be truly represenative of all the known gameplay mechanics (or at the very least the core mechanics). This is going to require me putting down my programmer hat (as in I think everything can be solved by smarter coding) and attempting to "act" like a designer. I think at this point, all the elements are there but they need to be put together an more complete package. The first bit to this will be setting up a proper lose condition. Right now, you can simply sit back and have every single enemy go through the D point and then you'll happily move on to the next level. There is no consequence besides knowing that enemies got through. So now I'm going to make it where you can actually lose. Once you start each level, you will be given a set amount of life. This is a % of the total # of enemies that will be spawned in that level. If at least that many get through, you will lose and get booted back to restart the current level. I'll set it up so that you will want to get through all the known levels and this time it won't loop them.

The idea is improve the game as is then add more if necessary. I am pretty crappy at level design so if anyone has any ideas based on the protos you've played - please drop me a line.

Now for the explanation. Poop Sockin comes from the long-since defunct podcast GFW Live. In simple terms, it means playing the hell out of a game in a short period. I've been poop sockin Torchlight like no tommorow. For those who don't know, its an Action RPG by the folks who were making Mythos before Flagship (owners of the properity) shutdown. The regrouped and formed Runic Games who put out Torchlight in 11 months(!). The game is a phenomenal return to what made Diablo 2 so damn good but is geared towards a more casual approach (leveling is very fast and in the end the game is not meant to be played that long). It also 20 friggin bucks. So what do you have to lose?

I just pre-ordered L4D2 today and grabbed early access to the demo. I don't get it. I don't understand how Valve takes elements we see in so many games and makes it feel like we've never ever done them until this moment. I've shot so many zombies in so many games or at least I thought I had. L4D2 redefines what it means to shoot a zombie. Words really can't capture it so imagine me jumping up and down and getting really loud. What they have done to improve this game is just staggering. Every part of the game makes for one of the most visceral experiences I've ever had in an FPS. I've already put in my "husband day off" notice with Laura. Now I just need some badass stereo headphones (with mic) for my pc. I need to heard that sax blair when they zombies come out to play.

Torchlight Tuesday

Yeaaaaaah!

Hot Arrow Fix!

Found a small bug in the "engine" that caused Spawn Warning Arrows to stop working after the first level. Fixed this up and also increased the alpha level for the arrows on the emitters. Check it out in 0.52!

Hot Fix!

Small bug with 0.5 caused Dampener (3) to crash the game. Addressed it and you can download 0.51. Sorry!

Thanks to Grant Shonkwiller for the heads up.

Arrows!

Hey everyone! I'm pretty damn psyched about this new update. I've changed the nature of the emitters in the game for this new release so lets get into it!



So the new proto (0.5) introduces a whole new scheme. Emitters are now fixed so they cannot grow in size by holding now. Instead you can now apply a direction to the green emitters (the repulsors bound to 1). When you click, you can now hold down and drag the mouse around to set the direction of the new emitter. When you let go it will create it as normal. Now when enemies touch the emitter, they will go in the direction of the arrow attached to the meter. You still need at least 1 point of power to create an emitter. The direction will not effect the Attractor or Dampener, which pull in / slow down all enemies that touch em.

I am hoping that this new scheme will give the game a more tactical/puzzle feel. You can set up emitters to create long arrangements to shove enemies into a trap or wall. So give it a shot and tell me what you think!

Oh also, there is a seceret nasty bug that I'm having trouble reproducing. If the game does crash, please shoot me a line....well shoot me a line in general!